﻿Shader "Learn/PerVertexLightSpecular"
{
    Properties
    {
       _Diffuse("Diffuse",Color) = (1,1,1,1)
        _Specular("Specular",Color) = (1,1,1,1)
        _Gloss("Gloss",Range(8.0,256)) = 20
    }
    
    SubShader
    {
       

        Pass
        {
            Tags {"LightMode" = "ForwardBase"}
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Lighting.cginc"
            
            fixed4 _Diffuse;
            fixed4 _Specular;
            float _Gloss;
            
            struct a2v
            {
                float4 vertex:POSITION;
                float4 normal:NORMAL;
            };
            
            struct v2f
            {
                float4 pos:SV_POSITION;
                fixed3 color:COLOR;
            };
            
            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
                
                fixed3 worldNormal = normalize(mul(v.normal,(float3x3) unity_WorldToObject));
                fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
                
                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight));
                
                fixed3 reflectDir = normalize(reflect(-worldLight,worldNormal));
                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld,v.vertex).xyz);
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Gloss);
                
                o.color = ambient + diffuse + specular;
                
                return o;
            }
            
            fixed4 frag(v2f i):SV_Target
            {
                return fixed4(i.color,1.0);
            }
            

           
            ENDCG
        }
    }
}
